Silverplate Demo Booklet
Silverplate Demo Booklet
1
Table of Content
History of Silverplate 6
Cook Yourself! 12
What Are You? 14
How Do You Taste? 15
Your Ingredients? 16
How Were You Prepared? 19
New Archetypes 22
Designers: Alican Develioğlu, Ekin Topanoğlu, İzel İrem Aydın, Aysegül Gürzumar, Suat Deniz Vural, Barkın Rejuvenation Domain 24
Tokalak, Eyüp Emre Erdem
Path of Sugar Rush 25
Proofreader: Aysegul Gurzumar Vegetable Guerilla Conclave 26
Spells 32
© 2022 Dream Realm Storytellers LTD.
Silverplate is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Corpus Angelus and 5e logos are trademarks of Dream Realm Storytellers. All characters
and the distinctive likenesses thereof are property of Dream Realm Storytellers. Monsters 34
Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Sushi Dragon 34
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress. Chocolate Fountain 35
Hungry Stove 36
Baguette Vampire 37
2 3
T
he magical realm of Silverplate is far from
many planes of existence, mostly owing to
the existence of foodfolk, the sentient edible
creatures who have lived here for hundreds
of years. All the residents who live here are made of
edible materials. Soup, burgers, stews, cakes, and all
sorts of consumables have lived here in peace for as
long as one can remember. Since it is very far from
other planes of existence, foodfolk are not aware of the
existence of other humanoids and that they themselves
lead lives quite similar to many humanoid societies.
They walk, talk, build settlements, make agreements,
make art, form families, and make wars.
The foodfolk of Silverplate have fought one another
in geographic, political, social, religious and all sorts
of other conflicts for hundreds of years. This may be
because Silverplate is one big mass of land. Aside from
some islands surrounding the mainland, Silverplate is
a huge pangaea of which the surface area equals more
than 19 million 305 thousand miles squared.
This huge land mass is divided into tens of different
governmental areas and hundreds of settlements.
Here, empires, kingdoms, principalities, united
regions, independent towns, and villages can all be
found. Almost every governmental area has well-
seated and established politics and trade. So, politics
play an important role in Silverplate, and meetings
with ambassadors appointed for representation are
quite common.
When it comes to danger or monsters, there is no
shortage of either in Silverplate. Such dangers lurk
in this vast geography that the foodfolk must be
always on guard. The monsters of Silverplate are dark
and vicious though they may not seem like it at first
glance, dragee swarms raid the bright blue sky, raging
marshmallows wait for their next victims in their
sticky lairs, and sushi dragons look for an opportunity
to pounce around corners. Even the geography
and weather conditions can prove to be incredibly
challenging and unpredictable.
Not all the food is sentient in Silverplate. There’s
also non-sentient food that is used solely for the
purposes of nutrition. In fact, preparing and serving
food is an important part of the culture of this land.
Most foodfolk don’t like to eat non-sentient versions
of themselves as it feels unsettling. Hence, an avocado
toast having avocado toast is a rare sight in Silverplate.
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First Age The first kingdoms formed under banners they saw counterattack against the forces of mold. All over the
fit for themselves. This change in social and economic lands, the messengers of the Guardians called on people
History of Silverplate The foodfolk were nomads, wandering the tasty lands
structure facilitated more complex efforts that required
a systematic allocation of resources. Shortly after their
to join the fight.
with their tribes. The world was new to them and In time, the size of armies grew on both sides and the
establishment, these kingdoms started to fight each battles between them became greater and more brutal.
its recipes were simple. Each of the numerous tribes other to get a hold of natural resources. These battles
struggled with conflicts among themselves and with At the last warm place in the north, in a plain named
gradually became more organized and strategic, and the Frying Pan, the champions of the Guardians and the
Silverplate has a rich history. Historians divide this the wildlife. When they crossed each others’ paths allowed for law and technology to advance.
peacefully, they exchanged goods and knowledge. nightmares of the Green Witch met for a final conflict.
gorgeous land’s history into six eras: the First Age, Meanwhile, insects swarmed the vast empty In this glorious battle, many became heroes and many
the Kingdoms, the Rise of the Green Witch, the War of Through the knowledge they shared, the tribes started
to realize that there were dangerous monstrosities lands and claimed them as their nest. They ravaged fell, but one story stands out from the rest. The story of
Frying Pan, the Rise of the Empires, and Today. Though natural food resources and destroyed many beautiful the sacrifice of a coffee cleric named Sir Latte.
there’s very little to be found about the First Age, lurking in the moldy parts of the realm. To keep their
children away from the mold, they started to take landscapes, such as the sugar cube hills. Some places The cleric was surrounded by molded creatures with
the rest of history has been recorded with great care, also became heavily infested with mold, making it
precautions, and the first-ever lullabies about the a hundred champions. All of them knew there was no
and one can thus find many documents regarding the impossible for foodfolk to venture there.
dangers and the vileness of mold were sung through the way out alive, but they fought on, and Sir Latte started
history of the land.
realm. to say a prayer to the Cook and the Baker. In the final
Magic left over from the creation ensured that the Rise of the Green Witch moments of battle, as the champions were dying one by
The Creation realm had no shortage of spells. The foodfolk relied on one, Sir Latte was covered in a bright radiant light and
this magic in their lives. On certain occasions when the disappeared in a loud blast. While everyone stared on in
Mold started to spread beyond its natural borders and shock, the wounded were healed and dead champions
The widely accepted narrative of Silverplate’s creation stakes were high and the dangers overwhelming, they threaten the lands of the foodfolk. Creatures, tormented
says that the Cook and the Baker, two cosmic entities warded themselves with magical barriers, creating safe came back to life. With little heroic tales such as this
and reshaped by the mold, started to attack temples and one, the greatest battle of Silverplate, the War of Frying
of great power, created Silverplate and then formed havens. This forced them to settle in places for longer other places of worship devoted to the Cook and the
all the species within. This great formation caught the periods of time than they were used to. Pan was won, and the forces of the Green Witch were
Baker. During these events, within the unchecked wilds destroyed.
attention of many deities, and the residents started Although some foodfolk died from insect attacks and overtaken by the mold, the Green Witch awakened.
praying to them as their presence became more mold infections, most died of food poisoning in this era. After the war, the Green Witch retreated to hide in
At some point, the kingdoms realized the threat the the northeast. As a final precaution, the champions of
evident. Of course, not all who felt Silverplate’s pull They noted and cataloged the poisonous ingredients Green Witch posed against the peace of the realm. They the Guardians froze the surroundings to prevent any
wanted it to prosper. Before long, the eye of the Great to teach following generations. These efforts are tried to handle the situation on their own but their remaining molded creatures from passing into the
Eater, the one who would love to consume anything recognized as the start of written history in Silverplate. efforts failed to solve anything, in fact they only made civilized lands, creating the Cold Marshes.
and everything, was also fixed on Silverplate. With evil
the problem worse. Eventually, after suffering heavy
deities, they started to try and infiltrate the land slowly
losses, most nut and dessert kingdoms in the South
but surely. Kingdoms came together and formed the first empire, which was Rise of the Empires
called the Great Pistachio Empire. This enabled them
In response to the increasing dangers, tribes with to form a great organized army with different types of
similar cultures, languages, and goals started to unite. Many lives were lost after the war, but the lands were
specialized troops.
safe once again against the invasive mold. People
The Pistochians formed a multicultural society rejoiced and celebrated the great victory all around
and inside them, many important scholars emerged. Silverplate. The Council was no longer needed, so they
The Empire became a melting pot of different ideas, disbanded to reunite if the realm needed its Guardians
beliefs, and cultures. As the development of science, once more.
philosophy, art, and magic accelerated, a majority of
Before long, a group of fanatics who believed the
Pistochians began to belittle the tribes and kingdoms
Green Witch was actually a savior began to make their
that refused to join their empire.
voices heard through the land, trying to undo the
accomplishments of the War. When the rulers of great
War of Frying Pan kingdoms heard about this activity, they ordered their
soldiers to find and eliminate every single cultist. The
cultists were thus disbanded, locked up or killed before
While the arrogance of the Pistochians continued to
they could bring any of their plans to fruition.
grow in their safe haven, the Green Witch raised armies
of moldy creatures and started to raze unprotected Although the threat of the cultists was eliminated,
tribes. The situation at hand agitated the kingdoms. the gloom that these unsettling events brought over
Thus, they put aside their differences and formed a Silverplate cut the celebrations of victory short. An air
council to fend off the threat of total annihilation. The of fear returned to the realm as the foodfolk became
Great Pistachio Empire first refused to join this alliance increasingly afraid that the Green Witch would return.
but changed their minds rather quickly afterwards. A fierce and brave warrior stepped up and volunteered
With all the kingdoms united, the council dubbed to be the warden of the northlands, so the foodfolk
itself the Guardians of Silverplate and started their could once again live in peace. Nearly every ruler of the
6 7
realm approved, and the warrior became the warden, foodfolk to their hearts’ desire.
later becoming known as the Lady of the Tea. She closed This chapter details the political and economic
the area off to entry, built a castle and started to train structure of each area and provides information on
soldiers. important settlements, remarkable locations, NPCs,
As the years passed, everyone believed the threat of special meals, and much more.
the Green Witch was over and so everything returned
to normal. The Great Pistachio Empire saw this time of
relief as an opportunity to grow both economically and
Ecosystem and Climate
territorially.
The climate of Silverplate is highly diverse. Weather
The Empire was not the only entity to see this as
ranging from arctic conditions to tropical conditions
an opportunity. Freedom fighters in Sundae villages
can be found in Silverplate thanks to its size, magic,
fought against the tyranny of the ice cream kingdom
the changes in latitude, and the presence of unusual
and earned their liberty. The fighters left the Snow
geographic features from boiling lakes to chilly
Cone Mountains and settled in the lands now called the
mountain peaks made of ice cream. Generally, the
Sundae Mountain, establishing the Sundae Kingdom.
weather gets warmer as you move closer to the coast
in Silverplate. However, the temperatures do also show
Today great variety over the seasons and across regions.
The land is vast and the climate is varied, which
results in a very rich ecosystem and wildlife. Although
In the last fifty years, rumors of calamity and chaos
most foodfolk could live in most climates, most prefer
have spread. However, no one bats an eye about these
to settle places that suit their ingredients. For example,
whispers as they continue to live under the protection
many ice creams prefer to live in and around the Fridge
of kingdoms and heroes, and since there is no threat of
region, even though their health and well-being are not
cultic activity or movement in the regions of the Lady
affected by warmer climates.
of the Tea. The rulers are not interested in these rumors
either, having their own agendas to worry about.
Nowadays, the kingdom of greatest power in the Village of Witstorm
realm is still the Great Pistachio Empire, though the Ice-crowned Mountains, so they could wait out the influential soldier who once worked for the Great
there are also other great kingdoms in the realm. Witstorm is a well-known town with a significant battle and escape the yetis. Pistachio Empire. She is so very well-known and
They still fight each other, not just physically but also history. Donan fought off the many yetis that pursued them admired that her skills, methods, and bravery are
economically and politically. In the age of the Great Kingdoms, it was a cold, quiet, on the way, fighting like he’d never fought before. told in inns and taverns to this day. Today Tea Lady
fishing village located in the Fridge region. People Just as the villagers reached the creek safe and sound, administrates more than three thousand soldiers living
hunted, gathered and fished for a living. Though the Donan the Barbarian breathed his last. in Teaward, each of whom respects her and would
conditions were tough, the villagers were content as never betray her. The soldiers are all well-trained
Today, foodfolk still remember and honor him.
The Land of Silverplate they tried to survive the day and even thrive. However,
the village was left in the crossfires of a conflict
A great statue of Donan towers high where Donan
closed his eyes for the last time. Today, the people of
and ever-watchful for they know the severity of their
responsibility. The last lines of defense know very well
between the sundae folk and the ice cream folk for that the Green Witch rising to power would be lethal for
the village make a living through hunting, trade, and
many years, taking its toll first on the function of trade Silverplate.
artisanship. Everyday, many travelers visit the village
routes that the village needed to survive, and then the to see the Donan memorial, and there are many inns Teaward consists of five rocks floating around Mount
Silverplate is a vast pangaea of foodfolk who are
wildlife. As fish became more and more scarce many and taverns in the village to accommodate the visitors Flyrock. Each rock is connected to one another with
edible materials that have magically been granted
villagers migrated to different areas, and wild creatures chains and bridges. There stands a watchtower on each
life. Here, most foodfolk lead an almost carefree life .
started attacking the vulnerable village; especially the rock looking north, where soldiers stand guard day and
under the reign of various kingdoms. While some live Teaward-Brown Lake and
spaghetti yetis. They lived in the caves of the mountains night. The watchtowers are surrounded by barracks,
in rural areas leading the simple and fulfilling life of Mount Flyrock
in groups, and they came down to attack and kidnap training areas, and other military structures. There are
villagers, some enjoy the hustle and bustle of the big
villagers and loot their already-scarce sources. only a handful of civilians living in Teaward.
cities, enjoying themselves with the crowds in taverns.
One night, a large group attacked the village and Located in the northeast part of the mainland, Teaward The land is scarce, the weather is not suitable for
Most foodfolk make a living through trade, hunting,
murdered many. They spilled the fillings of the foodfolk is the last settlement before the cursed lands of Mushy farming, and the only water source is a boiling hot lake
artisanship, fishing, and forestry.
they butchered on the ground, which colored the Peninsula, where the Green Witch was exiled after the made of tea. Therefore, the town receives a regular
The geography of Silverplate is multifarious, from War of Frying Pan. Teaward is an independent military
snow in vibrant colors that shone in the moonlight. As supply of food, metal, leather and other materials
green forests and fertile plains to ancient mushroom town that was built on the floating rocks around Mount
the yetis continued to feast, the survivors hid in the essential for defense and survival from different regions
forests and cotton candy swamps, the pangaea provides Flyrock, an active volcano that boils Brown Lake.
shadows, looking on the preview of what they feared of Silverplate.
a myriad of landscapes to discover. Here, adventurers
would befall them before long. A mighty donut, Donan The military town is ruled by Lady of the Tea, an
can get lost in the lawless wilderness, or in the political
the Barbarian became the hero that the village needed.
conflicts and economic struggles that plague the
He took the survivors and led them to a creek nestled in
settlements, or they can enjoy the carefree life of the
8 9
Sundae Mountain Vrotmarsh
The tasty lands of Silverplate have some testier regions In the First Age, there lived a monster in Silverplate, a
in them; the Sundae Mountain and its highest peak titan known as Vrot who lived in the Vrot Sea. Vrot was
The Cherry on Top undoubtedly being one. Its peaks the most colossal mushroom the foodfolk had ever seen.
are covered with delicious vanilla ice cream that goes Some said Vrot was hiding unimaginable treasures in
meters deep and a colossal cherry on top, the Sundae a cove, some believed the tastiest of all food could be
Mountain looks down at Silverplate as one of its tallest found in the waters, and some believed that the size of
mountains. Vrot was owing to the magical properties of the sea’s
There was once no cherry on top of the mountain. waters. Whatever the truth was, Vrot ruled over its own
Back then, little sundae villages were enslaved by the sea for years, even ages. But every rule has an end.
ancient ice cream kingdom. When sundae freedom The greatest adventurers of their time whose names
fighters became the first to regain their sovereignty and have been lost in ours battled against Vrot and put an
build their own community, the great sundae leader, end to its reign, discovering that there was no truth to
Sparking Splendorson, decided to place a giant cherry the rumors about the sea containing great treasures
on top of the mountain, as a monument of their fight or magic. When Vrot died, its body filled the sea and
for freedom. absorbed everything within. Vrot’s body slowly rotted
According to legend, the cherry contains great magic away and became the ground where other mushrooms
that grants extraordinary gifts to all who take a bite came to life upon its body. Now, Vrot’s Sea is the jungle
from it. Some say this gift is immortality, some say it we call Vrotmarsh.
is the undying favor of the gods, but this as well as the Vrotmarsh is a jungle of ancient giant mushrooms.
rest of the cherry’s existence is shrouded in mystery. This great swamp teems with life and everybody
These stories cause people to try to reach the top wonders what treasures and mysteries of the ancient
facing many hardships from extreme cold to deadly times lie within. Ghosts of curious adventurers haunt
creatures that lurk in the Sundae Mountain. There have some corners, delicious but poisonous fungi cover the
been adventurers who ventured forth to test these land, and the mushroom folk known as Vrot’s Offspring
rumors; however, no one knows what befell these souls protect the area from ill-intentioned treasure hunters.
as none came back. The only thing certain is that the Although Vrot’s Offspring are honorable folk who
Sundae Mountain looks as cold as it looks delicious. love to entertain guests, most foodfolk fear the jungle
and hesitate to venture inside.
10 11
W
elcome to the character creation
section of Silverplate. As a player,
you decide whether you want to
play as a deliciously dangerous
hamburger, a vicious tea pirate,
or an unyielding hero pie, and your character
gains features depending on what food or
drink you are.
To create a tasty character, you need to
decide what kind of delicacy you are by
choosing character tags.
There are pools of features under each tag.
Once you choose at least one character tag
from each of the categories given below, you
have access to the features listed under it,
meaning you can choose your own features
from this pool. The point costs of each feature
have been given in parentheses next to them.
The total number of points of the features
you choose can’t exceed 40. For instance,
you can choose ten 4-point features, three
12-point features and one 4-point feature,
or any other combination of features of your
choice as long as all their points add up to 40.
Build your own character in the way you like.
Cook yourself!
Note that these features and tags are meant
to act as guidelines for character creation in
Silverplate. You can create new features or
even new tags with the approval of the GM.
What is meant by “character tags” are the
answers to the following questions:
What Are You? You can be either a food or a
beverage.
How Do You Taste? Your taste can be bitter,
sweet, sour, salty, savory, or a mixture of a
couple of flavors.
What Are Your Ingredients? Your recipe can
include fruit, vegetables, grains, meat, dairies,
or a mixture of a couple of ingredients.
How Are You Prepared? You can be baked,
blended or squeezed, boiled or steamed,
dried, fresh, fried or roasted, or grilled or
smoked.
12 13
following tools of your choice: cook’s utensils, potter’s Energize! (6 Points). You can energize yourself in the
tools, or mason’s tools. moment at the cost of wearing yourself out later. On
your turn, you can take one additional action other
Tag Features Food Language (3 Points). You know the language
spoken among food; Yummish. How Do You Taste? than the Attack action and gain one level of exhaustion.
You can energize yourself once per turn
Aroma Sense (3 Points). You have a keen sense of
smell. You can discern if people within 30 feet of you Jellylike (4 Points). Your body is made of jelly. You can
In this section, you can find the feature pools unique to are a food or a beverage. Also, if you share the same extend your limbs by 5 feet.
answers to the questions given above. Please note that ingredients with a creature you can tell that you do, Taste is everything in Silverplate. A tasteless meal is While making a melee attack, you can increase your
you have the following features no matter what how going by the smell. like an oven without fire. You can have one or more reach by 5 feet. You can use this feature a number of
you’ve cooked yourself: flavors depending on what you decide to be. times equal to your proficiency bonus. You regain any
expended uses when you finish a long rest.
Ability Score Increase. One ability score of your Beverage
choice increases by 2 and one different ability score of Bitter Fortress of Dessert (4 Points). Your sweetness cannot
your choice increases by 1. be breached. You have advantage on Charisma saving
Beverage people are those whose body consists of
Age. All food-folk typically become adults around the throws.
liquid materials. They are usually one with their vessels Bitterness may seem like an unpleasant taste, but it can
age of 20 and can live to be 200 years old. though they can also live outside of them. grant one very powerful abilities. The taste of bitter folk Sweet Tooth (3 Points). You are intensely sweet.
Size. Unless stated otherwise in a tag feature, your provide them with an advantage in combat as well as an Whenever a creature hits you with a bite attack, it takes
Liquid Form (12 Points). You can live without a vessel.
size is Medium. opportunity to lead a healthier life than most. 1 poison damage.
For a number of hours equal to your level, you can use
Speed. Your base walking speed is 30 feet. your action to leave the vessel you are in. When you Antioxidants (12 Points). Your body contains Irresistible (3 Points). Your sugary existence makes
do, you leave every item you’re carrying and wearing components that promote your well-being. Whenever you an irresistible delight. You have advantage on
Language. You can speak, read, and write Common. Charisma (Persuasion) checks while romancing another
behind. Your walking speed doesn’t change and you you gain a level, your hit point maximum increases by
can move through a space as narrow as 1 inch wide 2. creature.
without squeezing. Also, while motionless, you are Bitter Strikes (6 Points). You can harm others with Sweet Words (3 Points). Your words can soothe friends
indistinguishable from non-living liquids. You can in hard times. When a friendly creature that you can
What Are You? still talk while in liquid form but can’t take the Attack
your bitterness. Your successful weapon attacks deal an
extra 1 poison damage. see within 30 feet of you makes a saving throw against
action. Once you use this feature, you must finish a long being frightened, you can grant advantage on the
This damage increases by 1 at the 4th, 8th, 12th, and
rest to use it again. saving throw as a reaction.
To be a food or a beverage, that is the question. 16th level.
Additionally, you have resistance to fire damage in Once you use this feature, you must finish a long rest
Bitter Knowledge (4 Points). Facing bitter realities
both of your forms since you are attuned to your liquid to use it again.
has sharpened your mind. You have advantage on
Food form.
Intelligence saving throws.
Fluid Body (6 Points). No matter what vessel you are Sour
Aid Tactics (4 Points). Bitterness comes with the
Food people are those whose body consists of solid in, your body is fluid and is thus more flexible. You are
knowledge to help others. You are proficient in the
materials. They have been fighting for their place in proficient in Dexterity saving throws.
Medicine skill. The mouth-puckering sensation of sourness can be
Silverplate since the dawn of time. Darkvision (4 Points). Your eyes are used to the overwhelming. But such a sensation is necessary in a
Bad Influence (3 Points). Thanks to your bitter
Preservable (12 Points). Cold preserves and prolongs natural darkness of the realm. You can see in dim light world where unpleasant realities are just as prominent
presence, you have advantage on Charisma (Persuasion)
your body to a certain extent. You have resistance to within 60 feet of you as if it were bright light, and in as the pleasant ones.
checks in inns and taverns.
cold damage and you are unharmed by temperatures as darkness as if it were dim light. You can’t discern color
Already Bitter (3 Points). You don’t have disadvantage Acidic Affinity (12 Points). Since your body already
low as -20 degrees Fahrenheit. Also, your Constitution in darkness, only shades of gray.
on ability checks while frightened. contains acidic components, you have resistance to acid
score increases by 1, up to a maximum of 20. Beverage Skills (4 Points). You are taught in the damage.
ancient ways of beverage people. You are proficient After Taste (3 Points). Choose a skill in which you
Solid Structure (6 Points). Your body consists of solid are proficient at the end of each long rest. You have Additionally, when a creature within 5 feet of you
material and thus is durable. You are proficient on with one of the following skills: Persuasion, Stealth, and
advantage on the next check you make with that skill. hits you with a weapon attack, the creature takes 1 acid
Constitution saving throws. Survival.
damage. This damage increases by 1 at 4th, 8th, 12th,
Beverage Tools (3 Points). You are proficient with one Sweet and 16th level.
Darkvision (4 Points). Your eyes are used to the
natural darkness of the realm. You can see in dim light of the following tools: brewer’s supplies, glassblower’s Sweet folk are usually energetic and full of life. They
Resilience of Flavor (6 Points). You have advantage on
within 60 feet of you as if it were bright light, and in tools, or cartographer’s tools. usually make good teammates and use their variety of
Constitution saving throws.
darkness as if it were dim light. You can’t discern color Beverage Language (3 Points). You know the language powers to help others.
Citric Edge (4 Points). You can be very sharp when
in darkness, only shades of gray. spoken among the beverage people, Beveric. Candied (12 Points). You can candify your body,
you need to be. You have advantage on your Charisma
Food Skills (4 Points). You are taught in the ancient Hiding Lid (3 Points). You can hide your smell by making it harder, without using an action. When
(Intimidation) checks.
ways of the food people. You are proficient in one of covering yourself as a bonus action. To be able to cover you choose to do so, you gain a +1 bonus to AC for 10
minutes. Once you use this feature, you must finish a Vitamin Protection (4 Points). Your body naturally
the following skills of your choice: Animal Handling, yourself, you need a free hand. As long as you are
long rest to use it again. fights off diseases. You have immunity to diseases.
Athletics, and Survival. covering yourself, you don’t have a smell and count
as invisible to creatures who rely on smell as a way to This bonus becomes +2 when you reach 10th level and Reduced Risks (3 Points). Thanks to your self-healing
Food Tools (3 Points). You are taught in the ancient
perceive. +3 when you reach 18th level. components, you can live up to 300 years instead of 200
ways of food people. You are proficient with one of the
years.
14 15
Harmful Acidity (3 Points). You can channel your sour Savory they make to their life and everyone else’s, fruit folk in seamlessly in all environments they’re in. They are
smell to irritate others. As an action, you can release enrich life around them. Whether a tough, succulent resilient foodfolk that often have a green thumb and
your citric essence onto a creature that you can see strawberry or a delicious, nutritious banana-cream pie, that can use nature to their advantage.
within 30 feet of you. The target must succeed on a Savory folk tend to be more physical both in social and a food with fruit in it is a great addition to any party.
combat situations. They are self assured folk who don’t Main Course (12 Points). Containing one of the most
Constitution saving throw (DC = 8 + your Constitution Vibrant Colors (12 Points). You are colored in the vital ingredients of all food, your Constitution score
modifier + your proficiency bonus) or have disadvantage shy away from action.
most beautiful tones available in nature. You can cast increases by 1, up to a maximum of 20.
on its next concentration check within 1 minute. Acquired Taste (12 Points). You can increase two the blur spell, without expending a spell slot. Additionally, you can choose to have a +10 bonus on
Once you use this feature, you must finish a long rest ability scores of your choice by 1, up to a maximum of Dexterity (Stealth) checks among other vegetables for
20. You can’t increase the same ability score twice. You can use this feature a number of times equal to
to use it again. your proficiency bonus. You regain any expended uses 10 minutes. Once you use this feature, you must finish a
Type-C Healing (3 Points). You can use your action to Double Decker (6 Points). Your body is bigger than when you finish a long rest. long rest to use it again.
stabilize a creature through your touch. Once you use most. Your size is Large. You can increase your Strength Pip (6 Points). As an action, you draw yourself into
and Constitution scores up to 22 instead of 20. Fructose Blast (6 Points). You reach forward and
this feature, you must finish a long rest to use it again. release a blast of pure energy. Every creature in a 15- your pip, covering yourself with the thick shell of your
Power of Flavor (4 Points). You have advantage on foot cone must make a Dexterity saving throw (DC = 8 core. When you do, you can’t move, take any actions,
Strength saving throws. + your Charisma modifier + your proficiency bonus). A bonus actions, or reactions. The pip has AC 17, 30 hit
Salty points, and immunity to poison and psychic damage.
Savory Retreat (4 Points). If you’re planning to return, creature takes 2d6 force damage on a failed save, or half
it’s not running away but a tactical retreat. When you as much damage on a successful one. Once you use this You return to your normal form when you choose to do
As salt enhances every other flavor, salty folk enhance take the Disengage action, your speed increases by 10 so, or when the pip is broken.
feature, you must finish a long rest to use it again. The
society with their presence in it. They are mostly jack- feet only for that action. damage increases by 1d6 at the 4th, 8th, 12th, and 16th Power of the Rooted Ones (4 Points). You gain the
of-all-trades sort of folk and are willing to do what must
Kick It Up A Notch (3 Points). When a creature that level. ability to cast the entangle spell once with this trait.
be done.
you can see within 30 feet of you takes damage, you Pulp Reality (4 Points). As a fruit, your body is made You regain the ability to cast this spell with this trait
Too Much! (12 Points). You can focus all your flavors can enhance the taste of the damage as a reaction, when you finish a long rest. Wisdom is your spellcasting
out of pulps. When healed, these pulps react and
into one cause. As a reaction, you can choose to gain increasing the damage by 1d4. ability for this spell.
recover themselves. Whenever you regain hit points,
a +10 bonus to one ability check, attack roll, or saving
Once you use this feature, you must finish a long rest you gain an extra 1d4 hit points. Born Underground (4 Points). You have
throw of your choice.
to use it again. Me Juice (4 Points). You are full of juice, which tremorsense out to a range of 10 feet.
Once you use this feature, you must finish a long rest
Savoring the Moment (3 Points). You are good at you can use as nourishment. By dealing yourself 1 One of Them (3 Points). You are
to use it again.
remembering the finest details in the most critical of damage you can produce enough juice to keep proficient with the herbalism kit.
Briny Effect (6 Points). Being salty, you can salt your moments. You can recall a piece of information you’ve a creature sustained for a day. You can use Returning to Roots (3 Points). When
attacks to perfection. Salted attacks deal an extra 1d4 read before, an image you’ve seen before, or anything this feature a number of times equal to your you finish a long rest while completely
piercing damage on a hit. else you may have come across in the past. proficiency bonus. You regain any expended submerged in soil, you regain 5 temporary
The extra damage increases by 1 at 4th, 8th, 12th, and Once you use this feature, you cannot do so again for uses when you finish a long rest. hit points.
16th level. one week. Berry Toughness (3 Points). Your berries
You can use this feature a number of times equal to Master of Mixed Tastes (3 Points). You are good at protect you in harsh conditions. You can choose
your proficiency bonus. You regain any expended uses examining the taste of others. You have advantage on to have advantage on a saving throw you make
when you finish a long rest. Intelligence (Investigation) checks to distinguish the against suffering exhaustion.
Necessary Flavor (4 Points). You have advantage on ingredients of others. Once you use this feature, you must finish a long
Charisma saving throws. rest to use it again.
Variety (4 Points). You are proficient Seeds! (3 Points). There are seeds in your body
with the warfork and warspoon. that prevent your immediate demise. When you
Fasting Build (3 Points). Your components ensure that Your Ingredients? roll a 20 on a death-saving throw, one of your seeds
germinates and you regain 10 hit points.
you can go longer without food or water. You only need
to consume half a pound of food and half a gallon of Once you benefit from this feature, a week has to
water per day to be able to survive. Your ingredients very literally determine what pass for you to benefit from it again.
Trance Salt (3 Points). Instead of sleeping, you can you are made of. You can be a complex dish like Flower Protection (3 Points). The flowers you
meditate deeply, remaining semi-conscious, for 6 hours lasagna, combining many different ingredients have around your body keep you comfortable in
a day. After resting in this way, you gain the benefits of (vegetable, grain, meat, dairy), or you can be a fruit bad weather. You are unharmed at temperatures
a long rest. or a vegetable; nothing fancy. There is an endless as low as -20 degrees Fahrenheit. If you have
diversity of combinations in Silverplate when it comes the Preservable feature, you are unharmed by
Salty Attitude (3 Points). You’ve had it with empty to ingredients, and each ingredient offers specific temperatures as low as -70 degrees Fahrenheit.
words. You can choose to have advantage on a Charisma qualities.
(Intimidation) check. Once you use this feature, you
must finish a long rest to use it again.
Fruit Vegetable
Vegetables are versatile, sociable creatures that fit
With their lively colors and the many contributions
16 17
Advanced Vegetable Combat (3 Points). You have Pop! (4 Points). When you take fire damage, your next have advantage on the attack roll. Once you use this Baked/Roasted
advantage on an attack roll against a creature if at least successful attack within 1 minute deals an extra 1d6 fire feature, you must finish a long rest to use it again.
one more vegetable is within 5 feet of the creature, and damage. Heavy Temple (3 Points). Your body is a temple
that vegetable isn’t incapacitated. Baked or roasted folk are charismatic, competent
Whole Grain Form (4 Points). As an action, you dedicated to muscle-powered deities. You can flex your and multifaceted. They’ve learned and adapted to the
transform into a whole grain version of yourself, muscles and double your carrying capacity for 1 hour. secrets of the oven and can now use all they’ve learnt in
Grain the retaining of which requires concentration as if Once you use this feature, you must finish a long rest to a great many aspects of their lives.
concentrating on a spell. At the end of each of your use it again.
turns you stay in this form you regain an amount of hit Hot From the Oven (12 Points). Your Charisma score
Sturdy, filling, brave folk that are great with weapons, increases by 1, up to a maximum of 20.
points equal to 1d4 + your Wisdom modifier. You can
grains are an indispensable part of the Silverplate
stay in this form for a number of turns equal to your
Dairy Additionally, you can cast the charm person spell using
ecosystem. They are filled with energy and cautious this feature. Once you cast this spell in this way, you
proficiency bonus. Once you use this feature, you must
when they need to be; with the ability to be deliciously A great addition to any healthy diet, dairy folk place must finish a long rest to do so again.
finish a long rest to use it again.
chewy as well as delectably crunchy. great importance on preservation and maintenance of
Gluten (3 Points). Your body is glutenous. You can Ovenborn (6 Points). You are proficient with great
Hearty (12 Points). You can have resistance to well-being. They are tough nuts to crack in combat and oven shovels and oven shovels.
extend your limbs by 5 feet.
one of the following damage types of your choice; in life as they are famous for their durability.
bludgeoning, piercing, or slashing. While making a melee attack, you can increase your Also, while wielding one of these weapons, you can
Calcify (12 Points). When you take damage, you choose to have advantage on an attack roll. Once you
reach by 5 feet. Once you use this feature, you must
Grain Weapon Training (6 Points). You are proficient can use a reaction to harden your body and lower use this feature, you must finish a short or long rest to
finish a long rest to use it again.
with great oven shovels, oven shovels, rolling pins, and the damage in an amount equal to 1d8 plus your use it again.
hand mixers. Climbing the Bean Pole (3 Points). You have a Constitution modifier. Once you use this feature, you
climbing speed of 15 feet. must finish a long rest to use it again. Kneading Pockets (4 Points). Your carrying capacity is
Balanced Diet (3 Points). While trying to keep your doubled.
This reduction increases to 1d10 at 6th, 1d12 at 12th,
balance on narrow surfaces, you have advantage on and 2d8 at 18th level. Baked But Not Forgotten (4 Points). You have lived
Dexterity (Acrobatics) checks. most of your life as a piece of dough, experiencing
Abolish Poison (6 Points). You have resistance to many things and witnessing history itself. You have
poison damage. Also, you can cast the detect poison and proficiency in the History skill.
Meat disease spell once with this trait. You regain to cast
these spells with this trait when you finish a long rest. Crusty (3 Points). You need less armor parts to cover
the weak points of your body. You can buy nonmagical
Meat is chock full of protein besides containing many Soothing Milk (4 Points). You gain the ability to cast armor at half the price.
healthy minerals and nutrients. Cooked or raw, fatty or the sleep spell once with this trait. You regain to cast
lean; there are many stories in Silverplate where pieces this spell with this trait when you finish a long rest. Puffy (3 Points). You take half damage from falling.
of meat star as the brave heroes. Lactic Ferment (4 Points). You gain the ability to Too Hot to Handle (3 Points). You are unharmed at
Protein BUFF (12 Points). You have proficiency in cast the disguise self spell once with this trait. You can temperatures as high as 248 degrees Fahrenheit.
Strength saving throws. only change your appearance to another food or drink
Also, as a bonus action, you can choose to increase that contains dairy using this spell. You regain to cast Fried
your Strength score by 2 for 1 minute. You can benefit this spell with this trait when you finish a long rest.
from this feature only once at a time. You can use this Charisma is your spellcasting ability for this spell.
Those who’ve been fried have endured the highest of
feature a number of times equal to your proficiency Common Sweet Point (3 Points). You have advantage temperatures and rose out of the flames stronger than
bonus. You regain any expended uses when you finish a on Charisma (Persuasion) checks against sweet people. ever. Whether they use their sizzling power to protect
long rest. Ancient (3 Points). You can live up to 450 years. or to make others feel the heat, fried folk have many
Fatty Protection (6 Points). While you are wearing Skimmed (3 Points). Your weight is halved. talents to benefit from.
no armor, your AC is equal to 12 + your Dexterity No Pain (12 Points). As an action, you cover yourself
modifier. You can still benefit from wielding a in deep fried oil that protects you from harm. You gain
shield. 10 temporary hit points that remain for 8 hours. Once
The Fatter The Better (4 Points). When
you reach 3rd level, you can cast the enlarge/
How Were You Prepared? you use this feature, you must finish a long rest to use
it again.
reduce spell once with this trait, using only the spell’s Vengeance of the Fried (6 Points). You can use your
enlarging effects. You regain the ability to cast this action to exhale frying energy. All creatures in a 15-
Your preparation method determines how you became
spell with this trait when you finish a long rest. foot cone must make a Dexterity saving throw (DC = 8 +
who you are. Were you baked into the chocolaty
Sea Food (4 Points). You can breathe underwater. goodness that you are, or were you left in excruciatingly your Constitution modifier + your proficiency bonus). A
Survival of the Finest (3 Points). Thanks to your high temperatures until you were a husk of your former creature takes 2d6 fire damage on a failed save, or half
ingredients, you have an increased chance of survival. self? No matter what fate befell you, one thing is for as much on a successful one.
You have a +1 bonus on Wisdom (Survival) checks. certain: your experiences have made you into the food This damage increases by 1d6 when you reach 6th
Raw Power (3 Points). While making an attack, you or drink that you are today. level, 12th level, and 18th level.
can use a reaction to channel your inner raw power and Might of the Fried (4 Points). When you reach 3rd
18 19
level, you can cast the scorching ray spell once with Fresh Dried Pilgrim (3 Points). You have advantage on to use it again.
this trait. You regain the ability to cast this spell with saving throws against exhaustion while walking long Mixed Shake (4 Points). At the end of each long rest,
this trait when you finish a long rest. Charisma is your distances without taking a rest. you gain the benefits of a feature of your choice from
spellcasting ability for this spell. Fresh folk stand tall and proud in a world of death and Most Endurant of All Food (3 Points). When you take this list, losing the benefits of the previous feature.
Fried Weapon Training (4 Points). You are proficient decay, maintaining their vigor and vitality against damage from a nonmagical attack, you take 1 damage However, the chosen feature must be a feature worth 3
with frying pans, great frying pans, and throwing picks. all odds. They are proof that one does not have to go less. When you reach 10th level, you take damage less points or less.
through a range of procedures to be both strong and from magical attacks as well.
Deep Fried (3 Points). You know Deep Speech. delicious. Blend of Colors (4 Points). You gain the ability to cast
Air Fried (3 Points). Your jump distance is tripled. the color spray spell once with this trait. You regain the
Fresh Start (12 Points). You have advantage on the ability to cast this spell with this trait when you finish a
Greasy Grip (3 Points). Creatures have disadvantage first ability check, attack roll, or saving throw you make Grilled/Smoked
long rest.
on their Strength (Athletics) checks against you while after finishing a long rest.
grappling you. Fresh Friend (3 Points). You have advantage on
Also, when you are exhausted, you negate the effects Some of the bravest and hardiest of foodfolk, the grilled
Charisma (Persuasion) checks against fresh people.
of the highest level of exhaustion you currently have, and the smoked are no stranger to fire or hardship.
With their exquisitely woody flavor, these folk can Blend of Cultures (3 Points). You know a language of
Boiled/Steamed except the effects of 6th level exhaustion.
your choice.
Spark of Life (6 Points). You have resistance to thrive in almost any situation.
necrotic damage. Tempered With Fire (12 Points). You have resistance Blendin’ Society (3 Points). You can make a Charisma
Folk that have been boiled or steamed could be called (Performance) check instead of a Dexterity (Stealth)
Refresh (4 Points). You gain the ability to cast the to fire damage.
somewhat peculiar. They thrive in and around water, check to hide within crowds.
can hide from any situation they wish to escape, and detect poison and disease and purify food and drink spells Smoke Link (6 Points). You can direct your smoke at a
can see through certain veils that most foodfolk cannot. once with this trait. When you cast one of these spells, creature of your choice within 60 feet of you. This way,
you must finish a long rest to cast one of them again. you can communicate with the target telepathically
Steam Discharge (12 Points). As an action, you
Cutting Board (4 Points). You are proficient with even if you don’t share a language. However, the target
can release the steam inside you and hide inside the
cutting knives and wargraters. must be able to understand a language.
vapor. For 1 minute, creatures that rely on sight have
disadvantage on attack rolls against you. Creatures with Straight From the Source (3 Points). You know a Embrace of the Smoke (4 Points). As a bonus action,
truesight are not affected by this effect. language of your choice. you can cover yourself with smoke for 1 minute. For
the duration, you have advantage on Dexterity (Stealth)
You can use this feature a number of times equal to Always in Season (3 Points). You have advantage checks. Once you use this feature, you must finish a
your proficiency bonus. You regain any expended uses on saving throws against spells and other magical long rest to use it again.
when you finish a long rest. effects that decrease your ability scores or that gives
disadvantage on your ability checks. Tested by the Grill (4 Points). You have advantage on
Mist-ic Resistance (6 Points). Mystic powers of steam
saving throws against being frightened.
protects you against magic. When you fail a saving Unprocessed (3 Points). You have advantage on saving
throw against a spell or other magical effect, you can throws against spells and other magical effects that deal Fuel For Your Own Flames (3 Points). You know
choose to succeed instead. necrotic damage. which wood is best for grilling. You are proficient with
woodcarver’s tools.
Once you use this feature, you must finish a long rest
to use it again. Acolyte of Smoke and Flames (3 Points). You know
Dried Ignan.
Release Fog (4 Points). You gain the ability to cast the
fog cloud spell once with this trait. You regain the ability Loved by the Gods (3 Points). The gods love you, or
to cast this spell with this trait when you finish a long Whether dried under the sun, in a dehydrator or in the at least the people around you think so. People believe
rest. Charisma is your spellcasting ability for this spell. oven, dried folk have seen some stuff. They are wise folk that funerals, weddings, or other gatherings you
who are endurant and resistant. witness are also watched by the gods.
Hot Pot (4 Points). While completely submerged in
water, you regain 1 hit point at the end of each of your Absorb Heal (12 Points). When you regain hit points
turns. You can’t regain hit points in this way if your by magical means, you regain an extra 1d8 hit points. Blended/Squeezed
current hit points are more than half of your hit point Dried Tenacity (6 Points). Your size is Small. Your
maximum. speed increases by 5 feet, and you can take the Dash
action as a bonus action. Flexible folk with the ability to fit the vessel they’re in,
Ancient Wisdom of Steam Masters (3 Points). You are folk that have been blended or squeezed can change
proficient with alchemist’s supplies. Desiccated (4 Points). You gain the ability to cast the according to their environment without feeling like it
Art of the Dark Boiling (3 Points). You are proficient barkskin spell once with this trait. You regain the ability compromises from what they are at all.
with the poisoner’s kit. to cast this spell with this trait when you finish a long
rest. All in Bits (12 Points). You have resistance to
Insipid (3 Points). They’ve overboiled you and washed one of the following damage types of your choice;
away your taste. Your taste can’t be discerned by the Dried Under the Sun (4 Points). You have advantage bludgeoning or slashing.
detect taste and flavor spell. on Wisdom (Perception) checks under bright light and
sunlight. Shake It Up (6 Points). When you suffer a critical
hit, you can choose to suffer a normal hit instead
Long Live the Dry King/Queen (3 Points). You live 200 by relocating your ingredients as a reaction. Once
years longer than other food. you use this feature, you must finish a long rest
20 21
he archetypes in Silverplate will
22 23
As an action, you present your holy symbol and make Glazed Warrior
restorative waters flow through your allies. Choose
a number of friendly creatures up to your Wisdom
Rejuvenation Domain modifier within 30 feet of you. Each chosen creature Path of Sugar Rush Beginning at 6th level, you can choose to coat yourself
with sugar when you rage. If you do so, you choose
can choose to end one condition of their choice that is
affecting them. If the chosen condition is exhaustion, it one damage type except psychic, and gain resistance
decreases by 1 level. against it for the duration of the rage.
Rejuvenation is the form of energy that suffuses and For some food, sugar is an unnecessary addition. For
awakens the universe and that keeps Silverplaters you, it is the source of your rage, a vital part of your
going. Forces of rejuvenation provide freshness, energy Channel Divinity: Caffeine High Sweet Fury
existence. When you lose yourself in the heat of battle,
and purification to Silverplaters through certain edibles things generally end in sugar-drenched violence.
and drinkables such as coffee, fresh fruit, or clear Beginning at 10th level, you can share your rage with
Also starting at 2nd level, you can use your Channel your allies. While raging, when you take the Attack
water. The clerics of this domain know that it is their Divinity to empower your allies with caffeine.
responsibility to provide rejuvenation to those in need Sugar Rush action, you can forgo one of your attacks and instill an
As an action, you present your holy symbol and make instant sugar rush, a sweet fury, within an ally of your
and to protect fresh resources, and they are aware that
a number of friendly creatures up to your Wisdom When you choose this path at 3rd level, you learn how choice within 30 feet of you. The chosen creature can
this is one of the greatest responsibilities one could
modifier within 30 feet of you feel a caffeine rush. Each to exact vengeance upon those who deny sugar. immediately make a weapon attack with a weapon in its
bear.
chosen creature instantly gains the benefits of a long hand as a reaction.
While raging, you can choose to coat the weapons
rest. However, they suffer 2 levels of exhaustion after 1
Rejuvenation Domain Spells you are holding with hot, caramelized sugar, dealing
minute.
an extra 1d4 acid damage with your successful weapon Sugar Avatar
Cleric Level Spells attacks. If you are using a weapon that’s already sugar-
Freshify coated, the extra damage is doubled. Beginning at 14th level, you become an impenetrable
1st bless, purify food and drink
This extra damage increases: to 1d6 at 8th level, and and sweet fortress of sugar when you jump into the
3rd lesser restoration, protection from poison Starting at 6th level, you gain resistance to necrotic to 1d8 at 14th level. fray.
5th create food and water, revivify damage. While raging, you take 5 less damage when you take
Also, you learn how to impede the progression of damage. You subtract this damage after the resistances
7th death ward, freedom of movement mold. When you see a creature that drops to 0 hit and other effects are applied.
9th greater restoration, hallow points within 30 feet of you, you can choose to make
the creature fall to 1 hit point instead as a reaction. You
can use this feature a number of times equal to your
Bonus Proficiency Wisdom modifier. You regain any expended uses when
you finish a long rest.
When you choose this domain at 1st level, you gain
proficiency with heavy armor. Keeper of the Cooked
Morning Coffee Starting at 8th level, whenever you cast a spell that has
a range of Self, you can change its range to Touch. If the
spell has a range of Touch, you can increase it to 30 feet.
At 1st level, you gain the ability to manipulate the line
However, you can’t use this feature to cast damage-
between the fresh and the rotten. Whenever you use
dealing spells or spells that harm other creatures in
a spell of 1st level or higher to restore hit points to a
another way.
creature, that creature can’t have disadvantage on the
next roll it makes within 1 hour.
Food Saint
Purify Friends
Starting at 17th level, you become an immortal
protector of rejuvenation. You stop aging, you can’t
Also starting at 1st level, you can affect your allies with be aged magically, and you gain immunity to necrotic
the purify food and drink spell. damage.
24 25
Be Like Vegetable
Vegetable Guerilla Conclave Beginning at 7th level, once you connect yourself to the
environment, it lets you move within more smoothly.
As an action, you take a deep breath and feel the
Some rangers study the connection between vegetables
environment, building a magical connection with it. For
and the environment they grew up in, and learn
the next minute, your speed increases by 10 feet while
how to use whatever environment they’re in to their
you are within 1 mile of the point in which you built the
advantage. The environment becomes their ultimate
connection.
weapon, and they have the ability to adapt themselves
to new environments quickly. Some of them can even You can use this feature a number of times equal to
communicate with vegetable spirits and call them to your Wisdom modifier (minimum of once). You regain
their aid in battles. any expended uses when you finish a long rest.
At 3rd level, you connect yourself to the environment At 11th level, you master the Vegetable Guerilla Tactics.
you are in, just as vegetables dig their roots into the Environmental Wrath. The damage becomes magical
soil. Thorns get in your enemies’ way, wind clears your and increases to 1d10.
path, and the ground moves beneath your enemies. Ghost Guerilla. You can choose to become invisible
At the start of each of your turns, you can choose one until the end of your current turn.
of the following: Landslide. The creature is restrained until the end of
Environmental Wrath. Choose a creature that you can its next turn on a failed save.
see within 60 feet of you. It must succeed on a Dexterity
saving throw (DC = 8 + your Wisdom modifier + your
proficiency bonus) or take 1d8 bludgeoning, piercing, or
One With the Environment
slashing damage (one of your choice) from the effects of
the environment. When you reach 15th level, the environment uses any
and all means to keep you from harm. When you take
Ghost Guerilla. Choose a number of creatures up to
damage, you can use your reaction to have immunity
your Wisdom modifier (a minimum of one creature).
or resistance to the damage. However, if you choose to
You and the chosen creatures have advantage on
have immunity, you can’t use the Vegetable Guerilla
Dexterity (Stealth) checks until the end of their next
Tactics feature on your next turn.
turn.
You can use this feature a number of times equal to
Landslide. Choose a creature that you can see within
your proficiency bonus. You regain any expended uses
60 feet of you. The soil under its feet moves. It must
when you finish a long rest.
succeed on a Dexterity saving throw (DC = 8 + your
Wisdom modifier + your proficiency bonus) or be
knocked prone.
26 27
Sometimes people feel like outsiders or others push foraging in the wild, you can tell if a certain thing
them to the sidelines of society until they are forced to you’ve found is edible or not. Also, you have advantage
start a life somewhere else. These kinds of experiences on Wisdom (Survival) checks to find temporary shelter
take its toll on the foodfolk, and those who are in the wild. 8 I got what was coming to me. This is my punishment 3 I lost my family in a tragedy. That day, I decided to
marginalized in this way become leftovers. Time goes by higher beings. live on my own.
by while they’re alone, and they start to look pale, stale,
and tired as it passes. Most leftovers get used to their
Suggested Characteristics 4 I’ve forgotten how I used to live and I feel lost
because of it.
solitary way of life and adapt accordingly, and most do d6 Ideal
not want to reclaim their place in society as a result. Leftovers mostly think about their own best interests. 5 I feel guilty, so I keep the events of my past a secret.
1 Destiny. This is my destiny and I will not yield until I
As leftovers, you’ve cut your ties with most either For them, life isn’t about an ultimate goal but a journey fulfill my role. (Any) 6 I fell in love with the wrong person. They’ve
because you were an outcast or because you chose to to be had. Of course, there are more pessimistic deceived me and let me down, and caused me to
leftovers around, who believe that they have been 2 Humble. I managed to live with nothing. I will keep become leftovers.
lead a different life. Your body adapted as did your
wronged and that only vengeance could make them feel doing so and donate whatever I earn. (Good)
personality, which is how others can recognize you
to be leftovers at first glance. No matter why, you’ve better. As they do not amalgamate under one roof, a 3 Kindness. I have made peace with my past but I will
become a lone wolf, and have learned to survive on your great range of leftovers can be found from the wisest of not let others share the same fate. (Neutral) d6 Flaw
own. the wise to souls of vengeance.
4 Vengeance. All those who did me harm must be 1 When I see someone on their own, I can’t help but
destroyed. (Evil) think of them as prey.
Skill Proficiencies: Perception, Survival d8 Personality Trait 5 Pessimist. I lost everything when I left my home. I 2 I secretly think that I can’t change the ways of
Tool Proficiencies: Cook’s utensils or Cartographer’s can never go back to my old self. (Any) others.
1 I like to prank people.
tools 6 Wisdom. I will share what I learned in my seclusion 3 I hate talkative people.
2 I tend to be serious around strangers.
Equipment: A small knife, a traveling bag containing a with others in need. (Good)
4 I’ve developed a habit of stealing things.
set of common clothes, a waterskin, a memento of your 3 I’m a goof. If I enjoy something, I’m gonna do it.
old home, and a belt pouch containing 20 gp 5 I fear divine powers.
4 I’m fond of books. I like to collect good stories.
d6 Bond
6 When I feel a fight is lost, I tend to flee.
5 I may live alone, but meeting new people is always
1 I left my home because I learned a secret that would
Feature: Wisdom of the fun.
hurt many.
Outcast 6 I like to solve my problems by force.
2 I’ve stolen something that belongs to a noble. They
7 I believe no matter how I live, my life will be may have shunned me, but I still have it.
Living by yourself has taught you how to sustain glorious.
yourself in tough times without needing anyone. While
28 29
Colander Arch
Weapon (any bow), rare (requires attunement)
This bow is cooked from the same core that created
the pastafolk and is empowered by the magic of the
masterfully-crafted war colander.
You have a +1 bonus to attack and damage rolls made
with this magic weapon.
Attunement. This bow has 3 charges. By speaking its
command phrase “Sieve out!” as an action, you can shoot
beams of light at three creatures of your choice within 100
feet of you that you can see. Each target takes 1d6 force
damage. This bow regains all expended charges daily at
dawn.
Lollyaxe
Weapon (greataxe), rare
Crafted by the sugary rocks salvaged from the Sweet Reach
and enchanted by the hammers of skillful weaponsmiths,
the lollyaxe is a deadly delight.
When you hit a creature using this weapon, you can
choose to mark it. The next time you hit the marked
creature with this weapon, the mark explodes and deals
force damage to the marked creature. The amount of
the force damage is equal to the damage you dealt to the
marked creature with the lollyaxe when you marked it.
Additionally, if the marked creature is within 30 feet of
you, you can take a bonus action to make the mark explode
without hitting the marked creature with this weapon. If
you do, the marked creature takes 1d6 force damage.
You can only mark one creature in this way at a time.
Sleeve Armor
Armor (half plate), uncommon (requires attunement)
Worn mostly by clerics of rejuvenation, this armor offers
protection against the extreme heat that radiates off the
wicked.
While wearing this armor, you have resistance to fire
damage.
Also, when you are subjected to fire damage, you can
speak the command phrase “Extra sleeve!” and negate the
damage. If you do, the armor loses all its magical properties
until next dawn.
In addition, you and everything you’re wearing and
carrying are unharmed at temperatures as high as 170
degrees Fahrenheit.
30 31
SPELLS Refresh Components: V
1st level evocation Duration: Instantaneous
You choose a willing creature and push it 5 feet to an
unoccupied space in a direction of your choice, leaving
Casting Time: 1 action behind an illusion of itself made of cake. With the melee
Range: 30 feet attack, the cake version of the creature is destroyed.
Chili Boost At Higher Levels. When you cast this spell using a Components: V, S, M (a handful of coffee beans)
spell slot of 5th level or higher, the damage increases by Duration: Instantaneous
2nd level enchantment 1d10 for each slot level above 4th. Spiking Forks
You heal a creature by bestowing your saved energy
5th level conjuration
upon them. Choose a creature within range that you
Casting Time: 1 action
Range: 30 feet
Gourmet Vision can see. You spend one of your Hit Dice and the target
regains a number of hit points equal to 2 + the result of Casting Time: 1 action
6th level divination (ritual)
Components: V, S the roll. Range: Self (60-foot line)
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a Components: V, S, M (a golden fork)
Casting Time: 1 action spell slot of 2nd level or higher, the number of Hit Dice
Choose a willing creature within range. You access Duration: Concentration, up to 1 minute
its spicy inner rage. The target has advantage on its Range: Self you can spend increases by 1 for each slot level above
1st. You slam the ground and forks burst out to impale
weapon attacks for the duration. Components: V, S
anything in their path. The forks appear in a 60-foot-
Also, the first creature that is hit by the target is Duration: 1 minute long, 5-foot-wide line originating from you. Each
peppered. A peppered target takes 1d4 fire damage at You open your eyes and see the divine recipe of things Shift to Cake creature in that line must make a Dexterity saving
the start of each of its turns until the spell ends. around you. For the duration, you have truesight out to throw, taking 6d6 piercing damage on a failed save, or
2nd level illusion
a range of 30 feet. Also, you can sense one vulnerability, half as much damage on a successful one. You can take
one resistance, and one immunity of the creatures that a bonus action to create a new line of forks on each of
Divine Wrapping you can see within 60 feet of you. The GM decides the Casting Time: 1 reaction, which you take in response your consecutive turns until the spell ends. The spell
3rd level abjuration vulnerabilities, resistances, and immunities that will be to a creature being targeted by a melee weapon attack ends early if you stop using it.
shared with you. within 100 feet of you that you can see
Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: 100 feet
Range: Touch spell slot of the 7th level, the duration increases to 1
hour.
Components: V, M (a small metal sheet)
Duration: 1 minute
You touch a willing creature and its body is wrapped in Mold Burst
a holy glow. Until the spell ends, the target takes 1d6 1st level necromancy
less damage from each successful attack made against it
except for critical hits.
Casting Time: 1 bonus action
At Higher Levels. When you cast this spell using a
Range: 15 feet
spell slot of 6th level, the target takes 3d6 less damage
instead of 1d6. Components: V, S, M (a piece of mold and a piece of
meat)
Duration: Concentration, up to 1 minute
Frying Blast You choose a creature within range that you can see.
4th level evocation The creature must succeed on a Constitution saving
throw or you place a mold cyst on it. You can try to
Casting Time: 1 action place one more cyst as a bonus action on each of your
following turns.
Range: Self (30-foot cone)
Before the duration ends, you can detonate all the
Components: V, S, M (a flask of cooking oil)
cysts as an action. The creature takes 1d10 necrotic
Duration: Instantaneous damage for each cyst.
You summon a boiling orb of cooking oil in your hands
and blast it out in front of you. Each creature within
range must make a Dexterity throw. On a failed save, a
creature takes 4d10 fire damage and becomes burnt. On
a successful save, the damage is halved and the creature
is not burnt.
32 33
monsters
Sushi Dragon Chocolate Fountain
Huge dragon, chaotic neutral Medium construct, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 18 (+4) 10 (+0) 18 (+4) 3 (-4) 8 (-1) 5 (-3)
Saving Throw Strength +11, Dexterity +10, Constitution +9, Damage Resistances cold
Intelligence +9
Damage Immunities necrotic; bludgeoning, piercing, and slashing
Skills Arcana +9, Deception +8, Nature +9, Insight +5, from nonmagical attacks that aren’t adamantine
Intimidation +8, Perception +8
Condition Immunities paralyzed, petrified
Damage Resistances cold
Senses passive Perception 9
Damage Immunities bludgeoning, slashing and piercing
Languages -
from non magical attacks
Challenge 6 (2,300 XP)
Condition Immunities Frightened
Senses darkvision 120ft., passive Perception 18
False Appearance. While the fountain remains motionless, the
Languages Common, Draconic
chocolate seizes to flow and the fountain becomes indistinguishable
Challenge 14 (11,500 XP) from an inanimate stone fountain.
Life Giving Sugar. A creature grappling the fountain can use
Separate Rolls. The body of the sushi dragon is made of its action to drink chocolate from the fountain, reducing the
separate sushi rolls. When it has half or fewer hit points, fountain’s current hit points by 2d4 and gaining a number of
the magical bond that holds the sushi rolls together temporary hit points equal to that amount.
weakens and some of them fall out of the sushi dragon’s
body. Thus, the sushi dragon becomes a Large creature and
ACTIONS
the damage of its attacks changes.
Always Fresh. The ingredients of the sushi dragon magically
refresh itself. At the end of each of its turns, the sushi dragon Multiattack. The stove makes three weapon attacks.
regains 10 hit points as long as it has more hit points than half of its Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
maximum hit points. target. Hit: 7 (1d6 + 4) bludgeoning damage.
Hot Chocolate. The fountain splashes hot chocolate
ACTIONS around itself. Each creature within 20 feet of
the fountain must make a DC 15 Dexterity
saving throw, taking 22 (4d10) necrotic damage
Multiattack. The dragon makes three attacks: one with its bite and and becoming covered in chocolate on a failed
two with its claws. save, or taking half as much damage and not
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 becoming covered in chocolate on a successful
(2d10 + 6) piercing damage or 11 (1d10 + 6) piercing damage if the one. A chocolate-covered creature looks and smells
dragon has half of its hit points or fewer. delicious; beasts and monstrosities have advantage on
Razor-Sharp Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one attack rolls made against chocolate-covered creatures.
target. Hit: 14 (2d6 + 7) slashing damage or 10 (1d6 + 7) slashing A chocolate-covered creature or another creature
damage if the dragon has half of its hit points or fewer. adjacent to the creature can use their action to clean the
chocolate, ending the chocolate-covered condition on the creature.
Fishy Breath (Recharge 5–6). The sushi dragon exhales stinky and
poisonous gas in a 60-foot cone. Each creature in that area must
make a DC 18 Constitution saving throw, taking 31 (9d6) acid
damage plus 31 (9d6) poison damage on a failed save, or half as
much damage on a successful one.
34 35
Hungry Stove
Large construct, unaligned Baguette Vampire
Medium undead (shapechanger), neutral evil
Armor Class 18 (natural armor)
Hit Points 126 (12d10 + 60) Armor Class 15 (unholy crust)
Speed 30 ft. Hit Points 85 (10d8 + 40)
Speed 30 ft., fly 15ft. (hover)
36 37
OPEN GAME LICENSE Version 1.0a veyed by this License
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and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All COPYRIGHT NOTICE portion of this License to include the ex-
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38 39